mimgrim
Smash Hero
This thread is about figuring out the best set-up(s) of Custom Specials to use for Palutena. I'm going to go over a brief overview of her moves.
Neutral Special 1 Autoreticle - This move has an absurd amount of range. Testing showed this move to have little over half the range of Final Destination. Yes, you heard that correctly. This move covers a little over half of Final Destination. The move will automatically target the opposing play, always. This gives it a fair amount of predictability, but then when you consider it's range... welll... it's hard to decide. The primary purpose of this move is as an anti-zoning tool while also serving decently as a zoning tool itself. It's not an amazing move, but it has it's uses.
Neutral special 2 Explosive Flame - Palutena will summon an explosion of flames a set distance in front. I'd say the move is roughly 1/4 of Final Destination, maybe a little less or a little more. The last hit of the move ignores shield completely. The move also serves as a good edge guarding and for maneuvering around platforms better, Atuoreticle won't work if a platform is in the way where this move will go through them. Like Autoreticle it isn't that great but it isn't bad either. Personal preference between this move and Autoreticle. In doubles however this should be the go to move.
Neutral Special 3 Heavenly Light – This move creates a barrier around Palutena that looks to have infinite vertical distance. The move does very little damage and inflicts no hitstun, instead it pushes opponents out, and leaves Palutena very vulnerable. Overall bad. Do not use.
Side Special 1 Reflect Barrier – Palutena summon a wall in front of her that moves forward and reflects any projectile it will come in contact with. The move will also slow the momentum of any character it gets in the way of. It's actually a pretty good move and is one of the best reflectors in the game.However it is mostly outclassed by Super Speed in everyway and only serves a useful purpose in specific MUs.
Side Special 2 Angelic Missile – Has good horizontal reach, is decently fast, and has good knock back. Can serve as a good horizontal recovery if you are using a recovery that lacks it.It's decent but is outclassed by the other 2 moves.
Side Special 3 Super Speed – Palutena will go into a high burst of speed and will damage anyone she comes into contact with. You can jump during this move allowing for a quick aerial combo if Palutena connects with someone while using this move. You can grab and pivot grab out of the move, Dash attack, or just cancel it by pressing Y, certain moves become Jumpa Cancelable with this, it is possible to retain momentum of the moves and a whole lot more. While in the air the move will send her diagonally downwards. The move also takes a set time to charge after using it. Pretty much her go to Side Special. For more info on the move go here; http://smashboards.com/threads/supe...ed-to-stop-worrying-and-love-the-bair.374449/
Up Special 1 Warp – This move has good distance and can go in any direction. It’s an excellent recovery for both horizontal and vertical use. She is also invulnerable while she is invisible on the screen. You can also cancel this move by teleporting right to the edge of a stage or platforms, like Brawl Zelda could. Is also useful to use for escaping tricky situations and juggles.
Up Special 2 Jump Glide – This move has decent vertical range and good horizontal range. Palutena will jump up then slowly start to descent. It’s a good recovery, though not as good as Warp. But the best part of this move is that during the floating part of the move, if you land with an aerial attack it will cancel all lag, like Float Canceling with Peach in Melee/Brawl. Scratch that. Jump Glide does NOT cancel landing lag of aerials, just tested it out. That’s what I get for taking the word of some else instead of testing for myself. But you can attack out of the move before it sends you into free fall.
Up Special 3 Rocket Jump - Decent vertical recover and no horizontal recover. Move has good kill power, give her a solid OoS option, and can be used out of Super Speed as a follow-up. Palyer preference on the Up Special to be used. They all have their own perks.
Down Special 1 Counter – The move is pretty self explanatory. Palutena will take on a stance and during a specific time frame if she gets hit she will counter attack the hit with more damage. It's also one of the best counters in the game. That said the move is outclassed by Lightweight.
Down Special 2 Lightweight – Palutena becomes significantly faster with this move and gets higher jumps, an overall mobility boost. It makes her off stage game even better then what it currently is and allows her to follow up moves she normally can’t. Be warned though, while in effect Palutena will take more damage and after the moves end she will suffer a reverse effect of this move for a very short time. This move also has a neat bug on platform stages that theoretically allow you to stay in the Lightweight state indefinitely. For more info go here; http://smashboards.com/threads/staying-in-the-lightwieght-state-indefenitely.376880/ This should be your go to Down Special.
Down Special 3 Celestial Firework – Palutena will summon a Firework in front of her which will the travel straight upwards and explode, either by making contact or reach the max distance it is allowed to go. At first glance this move seems lackluster when Up Smash exists. But this move has one thing over Up Smash, it has intangibility at the star of the move and it lasts a surprising good time. The move is good, but counter is pretty much better in what this move accomplishes.
So what do you guys think?
Neutral Special 1 Autoreticle - This move has an absurd amount of range. Testing showed this move to have little over half the range of Final Destination. Yes, you heard that correctly. This move covers a little over half of Final Destination. The move will automatically target the opposing play, always. This gives it a fair amount of predictability, but then when you consider it's range... welll... it's hard to decide. The primary purpose of this move is as an anti-zoning tool while also serving decently as a zoning tool itself. It's not an amazing move, but it has it's uses.
Neutral special 2 Explosive Flame - Palutena will summon an explosion of flames a set distance in front. I'd say the move is roughly 1/4 of Final Destination, maybe a little less or a little more. The last hit of the move ignores shield completely. The move also serves as a good edge guarding and for maneuvering around platforms better, Atuoreticle won't work if a platform is in the way where this move will go through them. Like Autoreticle it isn't that great but it isn't bad either. Personal preference between this move and Autoreticle. In doubles however this should be the go to move.
Neutral Special 3 Heavenly Light – This move creates a barrier around Palutena that looks to have infinite vertical distance. The move does very little damage and inflicts no hitstun, instead it pushes opponents out, and leaves Palutena very vulnerable. Overall bad. Do not use.
Side Special 1 Reflect Barrier – Palutena summon a wall in front of her that moves forward and reflects any projectile it will come in contact with. The move will also slow the momentum of any character it gets in the way of. It's actually a pretty good move and is one of the best reflectors in the game.However it is mostly outclassed by Super Speed in everyway and only serves a useful purpose in specific MUs.
Side Special 2 Angelic Missile – Has good horizontal reach, is decently fast, and has good knock back. Can serve as a good horizontal recovery if you are using a recovery that lacks it.It's decent but is outclassed by the other 2 moves.
Side Special 3 Super Speed – Palutena will go into a high burst of speed and will damage anyone she comes into contact with. You can jump during this move allowing for a quick aerial combo if Palutena connects with someone while using this move. You can grab and pivot grab out of the move, Dash attack, or just cancel it by pressing Y, certain moves become Jumpa Cancelable with this, it is possible to retain momentum of the moves and a whole lot more. While in the air the move will send her diagonally downwards. The move also takes a set time to charge after using it. Pretty much her go to Side Special. For more info on the move go here; http://smashboards.com/threads/supe...ed-to-stop-worrying-and-love-the-bair.374449/
Up Special 1 Warp – This move has good distance and can go in any direction. It’s an excellent recovery for both horizontal and vertical use. She is also invulnerable while she is invisible on the screen. You can also cancel this move by teleporting right to the edge of a stage or platforms, like Brawl Zelda could. Is also useful to use for escaping tricky situations and juggles.
Up Special 2 Jump Glide – This move has decent vertical range and good horizontal range. Palutena will jump up then slowly start to descent. It’s a good recovery, though not as good as Warp. B
Up Special 3 Rocket Jump - Decent vertical recover and no horizontal recover. Move has good kill power, give her a solid OoS option, and can be used out of Super Speed as a follow-up. Palyer preference on the Up Special to be used. They all have their own perks.
Down Special 1 Counter – The move is pretty self explanatory. Palutena will take on a stance and during a specific time frame if she gets hit she will counter attack the hit with more damage. It's also one of the best counters in the game. That said the move is outclassed by Lightweight.
Down Special 2 Lightweight – Palutena becomes significantly faster with this move and gets higher jumps, an overall mobility boost. It makes her off stage game even better then what it currently is and allows her to follow up moves she normally can’t. Be warned though, while in effect Palutena will take more damage and after the moves end she will suffer a reverse effect of this move for a very short time. This move also has a neat bug on platform stages that theoretically allow you to stay in the Lightweight state indefinitely. For more info go here; http://smashboards.com/threads/staying-in-the-lightwieght-state-indefenitely.376880/ This should be your go to Down Special.
Down Special 3 Celestial Firework – Palutena will summon a Firework in front of her which will the travel straight upwards and explode, either by making contact or reach the max distance it is allowed to go. At first glance this move seems lackluster when Up Smash exists. But this move has one thing over Up Smash, it has intangibility at the star of the move and it lasts a surprising good time. The move is good, but counter is pretty much better in what this move accomplishes.
So what do you guys think?
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